Mega Man 8-Bit Deathmatch Forum

Trillster Administrator
what's a code
User Info
Trillster
Administrator
what's a code
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May. 31, 2025, 1:20 PM Old wiki info?
To get the important bit out of the way, for the most part, the old wiki is still accessible via Wayback Machine at the following link:
https://web.archive.org/web/20220606221523/https://cutstuff.net/mm8bdm/wiki/index.php/Main_Page

As far as publicly noting some reasons for the wiki's change in direction, I feel it's important context to mention that the old one was very poorly maintained. The old wiki, especially towards the end of its lifetime, was largely maintained by folks outside of the development team, so many pages were never fully updated to match the latest major version of the game. They especially weren't updated to match all the different minor versions (such V5C -> V5D's balance and weapon redesigns). By the end of its lifetime, a large majority of the wiki wasn't up to date with V6A, the latest at the time.

The code highlighted for special weapons were the most notorious about this, with both Junk Shield's code and page description being for a far older, entirely different version of the weapon. For extra context, by the time that wiki had retired, there were two different iterations of Junk Shield that had been released, neither of which matched what the wiki detailed. With the game having a training mode built in, these pages were feeling more and more irrelevant.

While its single-player content did keep up fairly well, it still had pretty dubious content due to the aforementioned unofficial maintenance. Most all of the boss pages were an example of this with having unofficial attack names that are never mentioned elsewhere. In my opinion, it also just documented a lot of info that was generally not useful, such as internal boss HP numbers (which often had no relation to how much it actually took to defeat them), interactions with cheats, and callouts about older versions of the content, making them feel more like TCRF / TV tropes pages.

All this combined, it created a wiki that was so information dense that updating it became incredibly infeasible. To update it properly, every MM8BDM update would've entailed checking & updating 200+ pages every update, using quite old and slow wiki software. Meanwhile, despite all of the information denseness around single-player, weapons, and maps, it still wasn't at all useful for the subjects that I personally would've wanted / expected it to be useful for.

Historically, MM8BDM was a very difficult game to set up, play online with, and make mods for, but the wiki was the most out of date in those areas. The sections surrounding those areas still highlighted content from the V1-V2 era. With a lot of the play these days occurring online in modding communities, there was a very large disconnect there, which I hope that the new wiki better solves.

I didn't really mean for this to be a scathing review of the old wiki, since I've come to agree that there is some whimsy that's missing in the new one, so I can appreciate the old wiki maintainers for keeping that alive. I just think it's important to highlight just how out of date that old wiki was in relation to the game at that point in time, and just how much effort it would've been to both update it and then continue maintaining it in the state that it was in.
My personal plan was to punt the net-game check to a core script, so modders would only be responsible for doing something like below:
script "mymod_open" OPEN
{
DefineWeapon([...]);
DefineBusterAndTake([...]);
}

script "mymod_open_clientside" OPEN CLIENTSIDE
{
ACS_NamedExecuteWithResult("core_init_client_data", "mymod_open");
}

It might be worth adding a function to DTADD that does that script call still just for compiler hinting, but I would rather keep the meat of the logic internal just in case it's ever updated.

Either way, I personally wouldn't think it necessary to allow arguments to be passed down, since it'll most often be getting used to call an OPEN script, which wouldn't be able to accept them.
August. 4, 2025, 11:45 PM (Edited by Trillster) Zandronum 3.2 has released!
This post is no longer relevant, as Zandronum 3.2.1 has released. Click here to read the updated post.

I might need some more information about the issues you're having, but to start with, here's a wiki link that shows how to host servers.
https://mm8bdm.notion.site/Hosting-a-Server-557f298d2f354e93bf276be78bc9b53f

This page has some information about how to play using mods.
https://mm8bdm.notion.site/Frequently-Asked-Questions-cc9fdea3a5d6405ba6bd8064fa2f9492
April. 4, 2025, 9:22 PM Skins folder not working
No problem, moving to closed.
April. 1, 2025, 9:13 PM Skins folder not working
Doomseeker uses a separate Zandronum installation for each alpha build, with a different skins folder and ini file for each. If you want to use the skins folder with those alpha builds installations, you need to go into the Doomseeker folder and navigate to where they're installed. By default, the folder is hidden, so you'll need to enable hidden files to see the folder.


Once you can see that folder, you'll want to go into it and go through the following folders:
doomseeker/.static/plugins/zandronum

You should see a set of folders relating to the various alpha builds that you have installed.


As of writing this post, "3.2-alpha-r25023-2124" is the latest, so any skins folder interaction should be done there.
March. 25, 2025, 8:41 PM i lost all my mm8bdm data
Moving this thread to closed then. In general, issues potentially related to mod use shouldn't be reported here. It's best if you reach out to the creators of that mod to see if there's anything their mod could be doing that'd cause the interference.
March. 19, 2025, 7:56 PM overclocked Rathor (CBM Mod v6b)
nestingP said:
ThéophileCaceres said:
first one had every bar broken except for ra thor (<v6b mod)

could you share the mod if you have it btw

Realized you never got a response, they're mostly likely talking about their own CBM fork, which I've linked below:
https://mm8bdm.net/forum/thread/allanx-inc-cursedcbm-cbm-edit-58
February. 10, 2025, 8:11 PM [SUGGESTION] More Details on Automap
After a few rounds of internal testing, I wanted to follow up and confirm that we are moving forward with this feature.

In addition to confirming that, I wanted to use this follow-up to note that the implementation has changed from the initial update. The actors for automap markers will all inherit from a BasicMapMarker actor included in V6C. I personally now recommend that mods do not try to future proof, just so that we can preserve the efficacy of updating this basic actor if needed in the future. If mods attempting to future proof end up using their own variation / copy of this basic actor, we would lose that flexibility.

Closing this thread now, so look forward to the new automap features in V6C!
February. 2, 2025, 12:45 PM Zandronum quirks thread
Ze Robotico said:
A_Jump
-Doing this in a weapon can be used to force it to sync it's state to the server:
TNT1 A 1 A_Jump(256,2)
wait
TNT1 A 0

A_JumpIf
-Using CallACS inside a A_JumpIf on a weapon will be delayed online, possibly causing desync depending on what you're using it for

Just wanted to add some extra details here. These behaviors are more or less inherent to the client-server architecture of Zandronum's net-code. The DECORATE tutorial on the wiki has a fairly in-depth section about these types of desyncs with a more comprehensive list of ways to resolve them. You can read that section here.
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